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Question by Franklin96 · Mar 03, 2020 at 10:39 AM · ragdoll

Ragdoll physics going crazy on Activate

Hi, I have problems when I activate ragdoll on death. The Ragdoll going crazy for just a second, and then being normal. I disable collider, animator and AI script. I solved with set isKinematic from true to false, but kinematic mode disable physics when the character isn't dead and this is not what i need, because it's appear very unrealistic (a flying character, ehm...) i'm very frustrated about this, hope somebody can help me! alt text

ragdoll-glitch.jpg (218.3 kB)
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avatar image Magso · Mar 03, 2020 at 02:23 PM 0
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Is the collider disabled before the ragdoll is enabled? Failing that you could always switch is$$anonymous$$inematic from false to true for a single frame and back to false to stop the initial physics momentum.

avatar image Franklin96 Magso · Mar 03, 2020 at 02:59 PM 0
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Yeah, the collider is disabled before Ragdoll's activation. I just try to activate $$anonymous$$inematic for one frame, but i have the same bad result. foreach (Rigidbody rb in rbArray) { if (!onetime) { rb.GetComponent().is$$anonymous$$inematic=true; onetime = true; }else{ rb.GetComponent().is$$anonymous$$inematic=false; } }

avatar image Magso Franklin96 · Mar 03, 2020 at 03:24 PM 0
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ok... how about using a lerp to decrease the drag from a higher set amount in the foreach statement.

 //drag is set to higher number e.g. 10
 foreach(Rigidbody rb in rbArray)
 {
     rb.drag = $$anonymous$$athf.Lerp(rb.drag, 1, Time.deltaTime);
 }

avatar image Franklin96 Franklin96 · Mar 03, 2020 at 03:36 PM 0
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Same problem :(

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Answer by Franklin96 · Mar 04, 2020 at 09:00 AM

Nobody can help me?

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